8. What is Interactive Storytelling?
Story + Interaction
“A story follows an Stories have a
interesting complex
protagonist structure, are
seeking a clear usually about
goal by addressing people rather than
an ever-escalating things, and
set of difficulties.” involve conflict.
Andrew Glassner Chris Crawford
9. What is Interactive Storytelling?
Story + Interaction
Two or more agents that are
Listening
Thinking
Speaking
Chris Crawford
12. Think of your favourite game story
How much does the plot change?
How does player action change it?
Are major plot points enforced, or player-driven?
14. Problems With Story and Games
à la Chris Crawford
Stories are not usually puzzles
15. Problems With Story and Games
à la Chris Crawford
Stories are not usually puzzles
… Story – Puzzle – Story – Puzzle …
16. Problems With Story and Games
à la Chris Crawford
Stories are much more than spectacle
17. Problems With Story and Games
à la Chris Crawford
Stories often present events in nonlinear order
18. Problems With Story and Games
à la Chris Crawford
Games are usually focused on violent conflict
19.
20. Problems With Story and Games
à la Chris Crawford
Choice in games comes from players, not
characters
21. Problems With Story and Games
à la Andrew Glassner
Myth of interactivity: More interactivity
makes any experience better.
22. Problems With Story and Games
à la Andrew Glassner
An interactive experience must be fun,
interesting, or both.
23. Problems With Story and Games
à la Andrew Glassner
A player’s time should be respected.
24. Problems With Story and Games
à la Andrew Glassner
Players should not be deceived.
25. Problems With Story and Games
à la Andrew Glassner
A player should have enough information
to make an informed choice.
26. Problems With Story and Games
à la Andrew Glassner
Players should not be required to make
highly improbable connections or embark
on exhaustive searches to collect magic
items.
27. Problems With Story and Games
à la Andrew Glassner
Cut scenes should never show the player’s
character acting in ways that can
contradict the player’s mental model of the
character.
32. No preference
Interactive Traditional Storytelling
No story
Highly Player Driven
Storytelling
Branching Path Storytelling
Multiple-Ending Storytelling
Josiah Lebowitz and Chris Klug